The interactivity of new media has brought a breakthrough to human beings’ drama style. Contrary to the media in the past when people had to passively watch the stories that writers wrote, users now are able to directly interact with objects of medi...
The interactivity of new media has brought a breakthrough to human beings’ drama style. Contrary to the media in the past when people had to passively watch the stories that writers wrote, users now are able to directly interact with objects of media. ‘Interactive drama’ has been the subject of much interest and many experiments, under the purpose that it realizes a new style of dramas based on such interaction. That is, with the possibility that people who perceive the story can actively participate, they are to create positive meanings and various interpretations so that the story gets all the objectivity and deepness. However, interactive dramas at the current stage failed to obtain popularity and commercial applications because they could not put the interactivity together with the experience of dramatic stories.
This research suggests a convergence model of classical drama with game storytelling, as a substitute to overcome the limitation of the previous drama. The research first categorizes the types of previous interactive dramas based on users’ behavior, and examines the limitation of the types. The result was that the types include reaction style, puzzle style, external choice style, and internal choice style. And the interactive dramas based on such styles were proved to be insufficient to provide a immersion and dramatic experience to users as an editing game.
On the other hand, game storytelling started as a medium for interactive plays, but acts as a new role of an epic medium for online role-playing games. The harmony of interactivity and dramatic experience is due to transformation, immersion, and agency, which are called to be aesthetics of media. Firstly, metonymical transformation of epics enables users to produce fiction voluntarily by stimulating their desire to fill the lack points. Secondly, games enhance users’ immersion through accomplishing roles of a fictional persona. Third, agency which is special features of interactive storytelling is revealed through navigation of place, uneasiness, problem-solving process, competitive stories, and constructivism,.
Based on the discussion mentioned above, the research suggests a convergence model of classical drama plots and a game structure in which users can participate, and then examines a Swedish interactive drama < The truth about Marica > as a successful example. < The truth about Marica > is an new interactive drama that mixes a drama and a game. It is awarded Emmy Award, which is so-called Academy Awards in the broadcasting industry, for Interactive TV series in 2008. The research especially searches < The truth about Marica > based on transformation, immersion, and agency.
Above all, at a view of transformation, < The truth about Marica > shows metonymical transformation of epics for TV soap operas, debate programs, and online stories. In particular, fake debate acts as a role of being a network of metonymical transformation that links the reality and the fictional world. Next, at a view of immersion, the drama does not create a fictional persona like games, but enhances immersion by helping self in the reality to function as another persona. Lastly, < The truth about Marica > utilizes various kinds of interactive media to overcome the limitation of linear media such as a television. And by doing so, it realizes an agency such as pleasure of place navigation, complication & competitive stories, and group experience between users.
Combining all the points of the discussion stated above, a new structure for users’ participation is needed in order to embody interactive dramas that are harmonious with both interaction and dramatic experience. First, users should be able to positively produce fiction through metonymical transformation of epics. Second, immersion should be provided through accomplishing roles of a fictional persona. Third, interactive dramas should offer agency, and for this, the environment for interactive media is necessary.
Such discussion that the research examines provides meaningful implications for the development of new contents considering the rapidly changing digital environment. Broadcasting represented by television is the most expected field of media to undergo big changes. Developing differentiated contents is a task of the highest priority in the current era when one-to-one media is available. Suggesting a convergence model of television soap operas and game, the research will provide implications for developing contents for digital broadcasting such as convergenceof Web and televisions, and mobiles and televisions. Moreover, the research has its significance in that it presents a direction to enhance dramatic experience to the matter of research and development of interactive dramas based on computers. In these days when movies and digital games are getting closer along with the developing skills of digital systems, the research will indicate a direction to make games that are like movies, and vice versa.